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 Post subject: Hit March Discussion
PostPosted: Tue Nov 18, 2008 10:34 pm 
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Let's have a discussion here about the bard skill called hit march. This is the discription of it:

Quote:
Increases the hit rate of party members nearby by playing sophisticated and calm music. You cannot use the skill with other instrumental skills except for Moving March or Swing March of Music Pleasure Line. The effect disappears along with music grinding to a halt proportionally to an attack.

Skill lvl 1 stats: Hit rate 53% absorption, every 5 second 173 mp consuming, circumference scope radius 30.0m (target 8 )


Now is this more usefull then guard or mana tambour? And what does hit rate mean?

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 Post subject: Re: Hit March Discussion
PostPosted: Tue Nov 18, 2008 10:37 pm 
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its
Quote:
53 increase
70.0m range


it is not like guard/manatambour because it does not reduce dmage but increases probability of a critical hit of one of the pt members. useful if you gut fighting 2h warriors.
else: disregard this skill.


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 Post subject: Re: Hit March Discussion
PostPosted: Tue Nov 18, 2008 10:40 pm 
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It's hit ratio increase. Makes you hit higher end damage. Level 1 is 53. Clout march, the level 90 version is...92? If I'm correct, something like that.

You don't use it as a replacement for gaurd or mana tambour. You use it in conjunction with it.

European party:

1 cleric
2 warriors
2 bards
3 Wiz

2 bards.

A euro party should grind on physical mobs, all the way up to chasers (72+ hoes only)

Which means:

Bard 1 = Gaurd tambour
Bard 2 = Dance and then hit march.

Ta da! =) Your entire party will now be doing a slightly higher average damage.

On chasers it's:
Bard 1 = Gaurd tambour
Bard 2 = Dance and mana tambour.

Since the mobs are both physical and magical. And there are no phys mobs that level.

fckl, way off...increases 53 hit ratio. Hit C.


Note: In pvp this skill shouldn't be used, even if you do have 2 bards. In pvp you want gaurd and mana tambour.

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Last edited by AkillerNXC on Tue Nov 18, 2008 10:43 pm, edited 2 times in total.

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 Post subject: Re: Hit March Discussion
PostPosted: Tue Nov 18, 2008 10:41 pm 
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it helps mean you'll hit the higher end of your dmg range, same thing as attack rating. say you got 1000 to 2000 magic attack on a 100% attack, you can hit any where in there, with a high attack rating plus hit march you'll hit closer to 2000 more often.

Its good for parties, since you get warlock dots, debuffs plus dance, means you'll almost always 1 hit a regulare mob (compared to Foudre lvl 69 at gens, was able to one hit them with buffs since 67 with meteor/ earth nuke), rather then with out when you have a slight chance of one hitting the mobs

one bard will tambour for the type of mob you are grinding on
the other will dance and hit march

pvp alot of people like both tambours at once instead of the hit march

edit: damn posted in before me

i was writing first maybe

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 Post subject: Re: Hit March Discussion
PostPosted: Tue Nov 18, 2008 10:43 pm 
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Hit rate = attack rating I'm pretty damned sure, so basically this skill makes your hits hit on the harder side of the damage spectrum (I'm sure someone else can say that better, LOL)

If you have two bards in a party at mages, for example, you would use:
Mana tambour
*insert dance depending on players*
Hit march

Because mages only do magical damage obviously.


ya.. two people beat me to it while I typed this, but I'm still posting so you have to read more :)


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 Post subject: Re: Hit March Discussion
PostPosted: Tue Nov 18, 2008 10:45 pm 
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Ah, then I get it. But I just was confused cause it said 53% absorbtion.
But if I'm acting bard as the only one in a party, then it would probably be better to use guard or mana tambour. Or the mobs must be low lvl and there is a cleric or so.

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 Post subject: Re: Hit March Discussion
PostPosted: Tue Nov 18, 2008 11:21 pm 
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AkillerNXC wrote:
On chasers it's:
Bard 1 = Gaurd tambour
Bard 2 = Dance and mana tambour.

Since the mobs are both physical and magical. And there are no phys mobs that level.


We use hit/clout march sometimes when the party is strong enuff and warrior or cleric dont need guard tamb to survive.

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 Post subject: Re: Hit March Discussion
PostPosted: Tue Nov 18, 2008 11:34 pm 
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Quyxz wrote:
Ah, then I get it. But I just was confused cause it said 53% absorbtion.
But if I'm acting bard as the only one in a party, then it would probably be better to use guard or mana tambour. Or the mobs must be low lvl and there is a cleric or so.

use a gaurd/ mana tambour if you are the only bard around, its more important then hit march, hit march is just nice to have

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 Post subject: Re: Hit March Discussion
PostPosted: Wed Nov 19, 2008 1:25 am 
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The only time you'd use it if you have 3 or more bards. Hit March is NOT worth replacing damage reduce.. only if you're grinding and the mobs do like 100 damage always then you can replace it for hit march.

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 Post subject: Re: Hit March Discussion
PostPosted: Wed Nov 19, 2008 2:38 am 
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PureStr wrote:
AkillerNXC wrote:
On chasers it's:
Bard 1 = Gaurd tambour
Bard 2 = Dance and mana tambour.

Since the mobs are both physical and magical. And there are no phys mobs that level.


We use hit/clout march sometimes when the party is strong enuff and warrior or cleric dont need guard tamb to survive.



Shhh, remember we're on venus. We're allowed to do that. :P :D

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 Post subject: Re: Hit March Discussion
PostPosted: Wed Nov 19, 2008 5:26 am 
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OK thanks guys.

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 Post subject: Re: Hit March Discussion
PostPosted: Wed Nov 19, 2008 6:27 am 
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Thanks for that, I wondered if it was any good for my Bards also


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